#version 420
//#version 330
//#version 130

layout(location=0) in vec3 vp;
layout(location=1) in vec3 vn;
layout(location=2) in vec2 vt;

//in vec3 vp;
uniform mat4 Matrix_Rotation;
uniform mat4 visao, projecao;

out vec2 texture;
out vec3 normal;

void main ()
{
	texture = vt;
	normal = vn;
	//gl_Position = vec4 (vp.x-0.2, vp.y, vp.z, 1.0);
	//gl_Position = Matrix_Rotation * vec4 (vp, 1.0);
	gl_Position = projecao * visao * Matrix_Rotation * vec4 (vp, 1.0);
}